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Switch to Forum Live View Expert DM Competition 32: Develop a Contact!
2 years ago  ::  Nov 03, 2011 - 9:41PM #41
ClanBattlerage
Date Joined: May 28, 2007
Posts: 576

Jonah Wainwright


Jonah Wainwright is a male changling. He is a stocky, late-middle-aged human baker who keeps to himself and doesn't bother others. He is rather surly and moody and wears a somewhat haunted expression much of the time. He avoids extensive conversation with those he doesn't know well. He has been known to abruptly leave a room and not come back, even while in the midst of a conversation.

Jonah is so anti-social because he has a secret: he is a schizophrenic, which manifests in four other distinct personalities. For Jonah, this presents unique complications for him, for each personality living within Jonah's mind causes him to not only manifest the personality, but also causes him to shapeshift into a physical form complementing the new persona.


Jonah's History:


The region in which Jonah lives is ruled by a noble family. Five years ago, the government was infiltrated by doppelgangers as the vanguard for a group of mind flayers who sought to covertly take over the region. The entire royal family was captured and replaced by shapeshifters posing in their stead. Fortunately, a group of adventurers well-known to the royal family discovered the ruse and exposed the doppelgangers for what they were. Jonah was an artificer in that group of adventurers.


In the climactic battle, the mind flayers ripped open gates to the Far Realm to bring in reinforcements. Jonah possessed a device which would close the rifts, but it required that the device be placed in the Far Realm before being triggered. Before his companions could stop him, Jonah dove through one of the gates and activated the device. It was mere minutes before his companions were able to rescue him from the Far Realm, but the damage had been done. Jonah's changeling mind was completely altered and his personality fragmented into pieces.  An unusual side-effect of his exposure was that his shapechanging abilities were expanded to allow him greater flexibility in his transformations.


The royal family was horrified at the cost of repelling the invaders and promised to care for Jonah for the rest of his days. Alas, the people of the region are now extremely xenophobic concerning shapeshifters in general, and if it became common knowledge that Jonah was a changeling and under the protection of the royal family, the political backlash would be catastrophic. To that end, the surviving members of the adventuring group have taken up residence in the town and watch out for Jonah.


Jonah's Personalities:


Jonah is terrified that the secret of his changling nature will be discovered if he were to abruptly switch personalities in public. Hence, whenever he feels like he's losing his mental control, he abruptly leaves the room, where he can safely change shape without drawing attention to himself. To facilitate these sudden changes, he has built a Hat of Disguise and constantly wears it so that he may quickly adjust his attire to that of his new personality.


Jonah's other personalities know of the existance of the others, but only as one would know of a neighbor or co-worker. They are completely unaware that they all co-exist within the same mind. Jonah knows the identities of all four of his alternates, of course, but knows nothing of what they know or how they've acted while his ego been supplanted. Each alter-ego retains its own set of memories, personality, knowledge, skills and ambitions. Interacting with a specific personality is just like meeting a brand new NPC. Determining motives and interests will help the PCs get into good graces with the new persona and will allow them to use the persona as an information resource.


If the PCs befriend Jonah and learn of his condition, they can request that he surrender to any other personality at will. Otherwise, any specific personality must be brought to the fore by succeeding on a Complexity 2 Skill Challenge equal to the PCs' level (6 successes before 3 failures). Primary skills are Diplomacy (Hard DC), Bluff (Mod DC), Intimidation (Hard DC), and Insight (Mod DC). Additionally, the PCs can use the skill which applies to the personality they wish to draw forth as a bonus skill (Mod DC). There is no limit to the number of successes which can be gained by using any of the primary skills.


Jonah's personalities manifest randomly from day to day. To determine which personality Jonah currently manifests, roll 2d6 and consult the following table:


2 - Lerna
3 - Iolaus
4 - Corvus
5 - Alphard
6 - Jonah
7 - Jonah
8 - Jonah
9 - Alphard
10 - Corvus
11 - Iolaus
12 - Lerna


The other surviving members of the adventuring group are: Wyen Oress, the Captain of the Guard, and Faler Kiming, the local innkeeper. The two men are pledged to keep an eye on Jonah and protect him to the best of their abilities. They are extremely protective of him and will react unfavorably to anyone mistreating the man.


Jonah's additional personalities are:


Lerna Amymone, a young, anarchic, female halfling cutpurse and cat-burgler. She wears mottled grey and black leathers with equally dark silk clothing over them and a black silk bandanna on her head. Her specialty is Streetwise information. She can supply information concerning the city, its residents, politics, and the criminal underworld. She is nervous, distrusting and can't abide authority. She actively seeks to undermine the government, but does so through stealth, subterfuge and misdirection.

She is manipulative and more than willing to sell someone out if it benefits her. She is a wanted criminal and has been caught by the constabulary several times. Amazingly, each time she has managed to escape confinement by apparently vanishing into thin air. She has a high reputation among the city thieves for her escape talents, though some believe that she's in league with the city guard somehow.


Iolaus Echidna, an early middle-aged, male half-elf ranger. He wears forest-colored leathers over muted cotton clothing and a dark green veil over the lower half of his face. Iolaus is a master of Nature lore and knows the lands outside the city intimately. He is good-natured and helpful, but is tremendously agoraphobic (fear of confined spaces/crowds). As such, he cannot abide being in the city proper. If he stays in the city for more than a few minutes, he gets light-headed and nauseated, at which time he will immediately attempt to leave the city.

He is at home in the wilds, where the closeness of the trees doesn't bother him, for he knows they mean him no harm. Indeed, he can disappear into the forest as skillfully as any shadow. He disapproves of the local government's policies regarding logging the nearby forests and actively attempts to disrupt the lumberjacks as they work. He also vehemently hates orcs and goblins of all kinds and will attack them on sight.


Corvus Crater, a young human female priestess of the Raven Queen. She wears deep indigo robes and wears a small, miter-like headdress. She is outspoken, opinionated and righteously zealous concerning her faith. Unfortunately for her, her faith is not as zealous of her. She has been officially ex-communicated from the church for arguing blasphemous ideas to the high-ranking clergy members, then attempting to convince their followers of "her truth".

Her perceptions and opinions regarding religion, the gods and life after death are many and varied, but also highly educated and insightful. Indeed, she is more knowledgeable concerning their religions than are many of the clergy of other faiths. She loves to argue and will happily engage in conversation with anyone willing to stand still long enough. Her most fervent wish is to educate the Raven Queen's clergy of the errors of their beliefs and get them to see "the truth".


Alphard Heracles, an old gnome male arcane dabbler, librarian and artificer. He wears voluminous robes of loud, clashing colors, enormous spectacles, and a pointed wizard's hat with a tassel on top which ends in a strange metal arcane symbol. He is very quiet and introspective, preferring to study his books than engage in extended conversation. He is also extraordinarily absent-minded. If it doesn't concern his current interest of study, then he generally forgets about it. He has gotten so involved in his studies that he has forgotten to eat on several occasions and occasionally can be found wandering the streets tinkering with gadgets or reading books, oblivious to passersby.

Alphard is extremely knowledgeable concerning all things arcane. He is equally eager to talk about magic as he is to avoid more "mundane" conversations with those less learned than he. His primary motivation is learning new and interesting things regarding magic, the planes, extra-planar and aberrant creatures, and inventions.


Engagement:

  • There is a band of goblins raiding the road which passes through the nearby forest. Iolaus Echidna has attempted to chase them away, but their band is too strong for him. He enlists the aid of the PCs and promises them a valuable reward; assuming he's still around when they get back...
  • Lerna Amymone seeks to use the PCs as agents of chaos. Disguised as a poor young child, she attempts to lift the purse of a rival thief but deliberately fumbles and is caught. When the thief tries to punish her, she begs the PCs for aid. She then requests their aid in reacquiring a locket that the thief's companions "stole" from her. The locket is a magical amulet which Lerna was commissioned to steal, but was stolen by the rival thieves instead. She tries to manipulate the PCs into getting the amulet for her, then "disappears" when it's time to pay up.
  • Corvus Crater stands on the street corner, haranguing passersby that they don't know the truth about the gods. Should the PCs give her their ear, she tells them of events in their past (past adventures, or PC background info) and warns them about a future event. The event should take place in the near future to prove her precience. When the PCs come back to her for more information, she attempts to use them to get her back into the good graces of the Raven Queen's church.
  • Faler Kiming learns that the PCs need magical help of some kind, so he arranges a meeting with Alphard Heracles. The innkeeper never lets them contact Alphard directly, insisting that he be the middle man in the arrangements. Wyen Oress may also arrange similar meetings between the PCs and Iolaus Echidna (though outside the city).
  • The PCs encounter Jonah being waylaid by local ruffians because he refused to pay "protection" money to them. When the PCs save him, he offers to arrange a meeting between them and "a friend" to provide them with useful information.

Optional Elements:


Adversarial: Lerna Amymone is selfish and conniving; she is perfectly willing to give PCs information that they require, but in such a way as to cause them additional complications or problems while simultaneously furthering her own goals.
Clandestine: Jonah has no desire to be used as an information resource and just wants to be left alone. His friends may arrange for his alter-egos to meet with the PCs if they feel his knowledge would be of use.
Esoterica: Iolaus Echidna is quite knowledgeable of Nature.
Hobbyist: Jonah is a baker and has no knowledge regarding the other personalities' specialties.
Inside Man: Jonah is very well-liked and respected by the royal family, but he refuses to use that familiarity for the benefit of others for fear of causing problems for the family.
Provocateur: Lerna Amymone is an anarchist who would like nothing more than to overthrow the government.
Shapechanger: Jonah is a changeling.
Unreliable: Each of Jonah's other personalities has their own agendas and if the PCs run afoul of those personae, they may provide false information out of spite or out of a desire to be rid of them. Jonah himself may attempt to mislead the PCs to prevent them from using him as a resource or worse, learning his secret.

Sorceror: "I'll attack the [solo monster] with Chaos Bolt."
Warden: "Don't you ever use encounter powers?!?!?"
Sorceror: (casually) "I don't need to."
-----------
"Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." - Martin Golding
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2 years ago  ::  Nov 04, 2011 - 10:52AM #42
wrecan
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Date Joined: Jun 23, 2005
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The list is updated!
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2 years ago  ::  Nov 04, 2011 - 11:13AM #43
ClanBattlerage
Date Joined: May 28, 2007
Posts: 576
Wow...ten entries in one week.  The judges are going to be busy this time around.  

Thanks for exempting me for this one, Wrecan!  hehe 
Sorceror: "I'll attack the [solo monster] with Chaos Bolt."
Warden: "Don't you ever use encounter powers?!?!?"
Sorceror: (casually) "I don't need to."
-----------
"Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." - Martin Golding
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2 years ago  ::  Nov 06, 2011 - 5:24PM #44
wrecan
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We need a bump.  So I want to inspire potential entrants with a Contact from film or fantasy.  Our first Contact is...

The Merovingian


from the film The Matrix Reloaded

"I am a trafficker of information, I know everything I can."

Epithet: The Merovingian (aka, the Frenchman or "Merv")
Expertise: The history of the Matrix
Ego: Large! 
Engagement: He can be found at Club Hel, his club and haven for exiled programs.

The Merovingian could possibly qualify for the following optional elements:
Adversarial: The Merovingian believes free will is an illusion.  Neo fights for free will.  Nevertheless, the Merovingian sells information.
Esoterica: The history of past Matrices are not available to historians.
Guildmaster: The Merovingian leads a group of exiled programs.
Millenarian: The Merovingian may be over a thousand years old, dating back to the first Matrix.

I hope this inspires people to submit more entries!
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2 years ago  ::  Nov 06, 2011 - 6:00PM #45
Hocus-Smokus
Date Joined: Apr 12, 2008
Posts: 7,209
Oh...nice choice with the Merovingian. Well done.
In fond memory of Mark "Wrecan" Monack.
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2 years ago  ::  Nov 09, 2011 - 4:53AM #46
Wipxepitl
Date Joined: Jul 19, 2011
Posts: 42
Dear Mo,
I’m short on money. Know where I can some?
-Seriously in Debt

Dear Seriously,
If I remember corectly, there should be a small amount of gold a the bottom of the well that is near the goblin caves south of town. Be warned that there is a young white dragon guarding it.
Sincerely, Mo


Dear Mo  


Background:
Summary:
Mo is a mindflayer who lives in hiding from the mindflayer society because he is a deviation from the norm. He absorbs and relives the memories of the brains he consumes. This has made him very mentally unstable. His Mindflayer personality is mixed with those of his victims. This has led him to sympathise with other races unlike any mindflayer ever has. In turn this resulted in the creation of his ‘Dear Mo’ leaflets in which he answers any questions posed to him (via airmail).


Extended: Spoiler: Show

When Mothath, for that is his full name, was implanted into his host as a tadpole his transformation into a true mindflayer took a unexpected turn. As he consumed the brain of his host he relived all the memories the brain contained and a part of the hosts personality mingled with his.

As Mindflayers ruthlessly hunt down those that deviate from the standard, Mothath was quick to hide his experience. Eventually he had to flee the community to which he belonged. Meanwhile he had discovered that every brain he consumed produced the same results as the first. He would relive his victims memories and incorporate part of their personality into his own.

These experiences left Mothath very unstable. He felt for his victims even as he was feeding on them. However he could not stop, his mindflayer nature was too strong. The memories of loved ones waiting for their husbands, wives, children to return was starting to become more then he could bear.

Mothath settled underneath a city where he would be safe and have access to a regular food source. But spending his time alone in the sewers and catacombs nearly drove him to madness, since the memories would never leave him alone.

He found that he was able to write and speak in any language his victims had known and he decide to write. He wrote thousands of pages eventually binding them into books which line the walls of his hiding place. All these books contain the lifestory of a single individual.

As the years passed by Mothath found that the memories of his earliest victims were starting to fade as did their part of his mixed personality. And while writing did preserve most of the general story a lot of the details were lost.

Mothath also dabbled in several hobbies of his victims. One of them would become of special interest later on: training swallows. Specifically a sub-species called Afrikaan. This afrikaan swallow is easy to train has a high air-speed velocity and a carrying capacity of several pounds.
In his underground Aviary he would spend most of the time when not writing or feeding.

One day Mothath consumed the brain a a man he happened to find wandering the street late a night. His memories would bring about a new direction for Mothath. The man had come to find his daughter who he had left 5 years ago in the care of her grandmother. He had returned when he had made his fortune and found Mothath in his path.

Mothath was tormented by the memories of a daughter he never really had. He decided he wanted to contact her directly. He did so by sending a letter to the girl telling her that he could tell her everything about her father. She just needed to send him her questions using the specially trained swallow that brought her the letter.

This event brought about a chainreaction. The girl started to correspond with Mothath and soon he was writing to others as well. In the end he came up with the idea to simply ask for questions to anything the people of the town might want to know. Birdhouses started to appear all over town. Word traveled fast and soon the questions were rolling (flying) in.

Mothath started producing a one page leaflet every few days, distributing them via his swallows. Since then they have become a part of daily life in town.

However underneath all this deviant behaviour Mothath is still a mindflayer and his nature is still that of his own race. His ultimate goal therefor is to rid himself of his affliction and return to the mindflayer fold to eventually merge with the elder brain. This has led him to seek out those with high intelligence and wisdom hoping that someone can point him towards a cure. And this is most easily accomplished by consuming their brains.


Deer Mo,
Mi to is purpl wat do i do?
-hurt soo muts

Dear Hurt,
If I understand correctly you want me to help you with your purple toe. It is not much to go on, but I seem to recall from my memories of being a druid that purple toe is a sign of Brun Gut disease. Easily treated by drinking the morning urine of an owlbear. Good luck!
Sincerely, Mo


Epithet: Though his real name is Mothath everyone knows him as ‘Dear Mo’ or simply ‘Mo’. In fact nobody knows his real name.

Expertise: Mo knows everything his victims knew. However the memories do fade away and his written memoirs are not always enough to retain all the details.  He does have an exceptional overabundance of streetwise knowledge since his victims tend to be those that wander the streets at night (i.e. mostly criminals).

Ego(or: how to play):
Dear Mo in print: Mo answers all the questions that he is posed no matter how strange, insulting or incoherent. The exceptions are personal questions.

Since most of his answers are based on memories they usually start with a version of ‘I seem to recall’, ‘If I remember correctly’, ‘if memory serves’ etc.

He will reference professions, people and places he has memories of. Always avoiding hints to his own background or how he came to know these things.

He has plenty of time to compose his answers and therefor his unstable mental state is not reflected in his writing. I fact his responses are always eloquent, cheerful, coherent and sometimes deliberately funny. This is also the reason why none have ever suggested that Mo might be a mindflayer.

Dear Mo in the flesh: Since Mo does not wish to be discovered he will not be happy if he is approached directly. If his hideout is compromised he will try to bargain with the players. All he wishes is to be left alone.

Because of his memories he has a good understanding of the human pshyche and he will do his best to tell the players what they want to hear. However he remains a mindflayer and therefor will not beg or grovel.

He communicates via telepathy or Deep speech. He will refuse to speak any other language. This is also a result of his remaining mindflayer pride.

He will lust after the brain of the most intelligent party member and focus his speaking on that character.  He will make no attempt to attack if it is not necessary. But his tentacles might make a motion similar to a human licking his or her lips.

Mo will reveal much about himself in this situation. And while he is talking he is planning his escape and his relocation. Often looking for potential escape routes. This will make him look fidgety.

If Mo comes to an agreement with the party he will remain in his current hideout for a while, but will move to a new one once he has found a suitable place. He will remain resistant to visitors. When he moves he will do so unannounced but he will continue to communicate via messages sent by swallow. The tone of these written messages will be more in line with his ‘in the flesh’ persona. In addition these will be signed ‘Mothath’.

If no agreement is reached and he is driven into a corner, Mothath will defend himself and try to escape as soon as possible leaving all his possessions behind. Starting anew in a different city.


Dear Mo,
I have been challenged to a duel next week, but i have no idea how to fight with a sword.
-Help!

Dear Help!,
If memory serves there is a sword that will do all the fighting for you. It lies in the tomb of King Radomu. I would advise against getting it yourself. Hire some adventurers who can handle the dangers of the tomb.
Sincerely, Mo
P.S. If all else fails hire an assassin to eliminate your opponent before the duel. I can recommend a few if you would like.


Engagement:
The PC’s might be from the town where Mo is operation in which case they will probably know of him. It is also possible that Mo is just starting out and the party gets to observe the emergence of the phenomenon.

Asking questions in town will often result in the reply ‘Why don’t you ask Mo?’. This might be a possible catalyst.

Corresponding with Mo will usually lead to valuable information. However if Mo is basing his reply on on old memory he might get the details wrong.

Because of his interest in high intelligence characters Mo will quickly learn of the presence of the party and will begin stalking them. Hoping to catch the highest intelligence character unaware. This stalking will only happen at night. If Mo gets lucky he will attack, but he will quickly withdraw if he feels he will lose.

The players might catch Mo during his stalking or perhaps trace his swallows back to his hideout. This will lead to a confrontation in which it is mostly up to the players to decide whether they want to keep Mo alive and use his knowledge or rid the world of a mindflayer.


Combat:
If the players engage Mo in combat simply select a mindflayer from the Monster Manuals or Compendium that will give the players a good fight. But keep in mind that Mo will not fight to the death and will try to escape if things go badly.


Dear Mo,
I went to the well near the goblin caves as you told me, but there was a line of adventurers already waiting. Any other ideas to get some money quick?
-Seriously need some money

Dear Seriously,
I have it on good authority that selling organs to passing warlocks has become a very lucrative business. Especially hearts. Let me know how that works out for you.
Sincerely, Mo


Optionals:
Clandestine: Mo does not wish to be found.
Unreliable: His older memories sometimes produces incorrect answers.
Obsessed: He will lust after the brain of any character with high intelligence. stalking them and attacking them if he gets a good chance.


Implementation: Because different campaigns require different approaches I thought I might present two alternative implementations.

Dear Mo Lite:
Many DM’s might not have room in their campaign for all the back-story and engagement that I have presented here. In this case I would like to propose a slimmed down version of Mo. What do you need to do?:
-Remove his obsession with the players. This will remove the need for playing Mo outside his hideout.
-Make Mo more aggressive. If the players find his hideout he will attack. He might still try to escape but there will be no need for exposition or negotiation. No deal will be possible between Mo and the players.
-Make the postings of Dear Mo leaflets less frequent and remove the swallows. The leaflets simply appear and none have ever seen who put them up.
These changes should make Mo a less attractive adventuring target, but still an effective information source.


Deadly serious Mo:
It will be clear that Dear Mo is supposed to have a humorous slant. However some DM’s might run a ‘no joking aloud’ campaign. This variant is for those DM’s. The following adjustments need to be made.
-Mo does not write a leaflet with Q&A. Instead he writes political rants and reveals scandals involving the upper class. His goal will depend on the campaign, but I would suggest that his motivation can be found in his Mindflayer nature. Simply put he wants to destroy the human society from the inside out.
-Mo actively reaches out to the players to help him bring down the government/nobility/specific person. In return he will provide the players with any information they desire.
These changes remove the humorous side of Mo, will present the players with a difficult ethical choice and still retain Mo’s potential as a valuable information source.


Acknowledgement: I would like to thank wrecan for inspiring this entry with his suggestion in the previous competition. And though Mo isn’t a shaman and doesn’t operate a lightning rail he might have memories of it :-).

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2 years ago  ::  Nov 09, 2011 - 4:58AM #47
Wipxepitl
Date Joined: Jul 19, 2011
Posts: 42
While I was making my entry I was trying to find out how old Mindflayers can become. I didn't find the answer. Anyone here know?
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2 years ago  ::  Nov 09, 2011 - 5:36AM #48
wrecan
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The list is updated, and I don't know what a mindflayer's lifespan is.  Sorry!
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2 years ago  ::  Nov 09, 2011 - 5:49AM #49
Cassan
Date Joined: Aug 7, 2011
Posts: 680

Nov 9, 2011 -- 4:58AM, Wipxepitl wrote:

While I was making my entry I was trying to find out how old Mindflayers can become. I didn't find the answer. Anyone here know?




145 years max according to the 3.5 wiki

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2 years ago  ::  Nov 09, 2011 - 6:18AM #50
Wipxepitl
Date Joined: Jul 19, 2011
Posts: 42
Thanks! I guess it's a good thing I didn't choose milenarian as an optional.
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